using TEngine;
using UnityEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;

public class Procedure1 : TEngine.ProcedureBase
{
    protected override void OnInit(ProcedureOwner procedureOwner)
	{
	}
    protected override void OnEnter(ProcedureOwner procedureOwner)
	{
        Log.Debug("Procedure1 OnEnter");

    }
    protected override void OnUpdate(ProcedureOwner procedureOwner,float elapseSeconds, float realElapseSeconds)
    {
        if (Input.GetKeyDown(KeyCode.Space))
            ChangeState<Procedure2>(procedureOwner);
    }
}
